# Materials: Shaders Shaders are referring to GPU-oriented pieces of a program, performing shading and rendering related functions instead of letting the engine handle it. In **FTEQW** you can specify a custom GLSL or HLSL shader using the [program](Documentation/Materials/commands/program.md) command inside a [Material](Documentation/Materials/MatOverview.md). ## Example Shader This is a primitive shader file. It includes the vertex and fragment program. It will respond to the [diffusemap](Documentation/Materials/commands/diffusemap.md) only, which is loaded into the **d_f** variable. It can be modified from that point onwards. The commented out line will turn all of the output red. Give it a try, or something! ``` //======= Copyright (c) 2015-2020 Vera Visions LLC. All rights reserved. ======= // // Purpose: // // Example surface //============================================================================== !!ver 110 !!samps diffuse #include "sys/defs.h" varying vec2 tex_c; #ifdef VERTEX_SHADER void main () { tex_c = v_texcoord; /* get our texture coordinates, which we'll use for the texture2D command */ gl_Position = ftetransform(); /* place vertex into the place FTE wants us to put them at */ } #endif #ifdef FRAGMENT_SHADER void main () { vec4 d_f = texture2D(s_diffuse, tex_c); /* load the fragment from our diffusemap sample */ // d_f.rgb = vec3(1.0, 0.0, 0.0); /* turns out fragment (aka pixel) red */ gl_FragColor = d_f; /* final pixel output is that of d_f */ } #endif ``` ## Dissecting GLSL shaders When we pass `program ` in our Material, the engine will load `glsl/.glsl` to handle the material for us. The shader in question needs to define a `main` function for both a vertex and a fragment shader. That's what the **ifdef**s are for in the above example. You can not have separate files handle vertex/fragment programs, unlike in **id Tech 4/Doom III**. At some point in the `main` function, we do have to set `gl_Position` and `gl_FragColor` respectively. Those can not be undefined.